HOW TO INSTALL:1- Download and install SMBX Magic Patcher.2- Download this file.3- Open SMBX Magic Patcher. In "Original Level" put the level which you want apply the scripts. In "Patch" put the patch (of course).

Done! you have it installed. :)

IMPORTANT NOTES:

If you are going to use this script you must configure all the pipe warps. I made an event called "warp" so please everytime you use a pipe warp in your level make it trigger this event, otherwise the game will crash.

Even when the script is made to support all the power-ups the graphics are not completed yet. You can edit the graphics by yourself and add more power-ups, I didn't got enough time to that.

Special thanks to Yoshi021 to make the Starbits collectable with the cursor and for helping me!

Added after 2 minutes 50 seconds:Reposted since smbxuniverse forum is down. Also I'm making an update for this which fixes a lot of bugs and adds some new things!

Lx Xzit wrote: Also I'm making an update for this which fixes a lot of bugs and adds some new things!

Your fixing the bugs ?! Yes!! I've been trying to fix some of the bugs in your ground pound script from day oneOne major bug was that If the ground pound is interrupted at all it breaks all warps in the level so I really hope you find a way to fix this.

I haven't give it a look yet, unfortunately I had to do it since I don't know a way to detect if the player is using a warp (was that or force the designer to use events on every single warp or the game would crash, that was fair worse). However I might find a way to do it.

Lx Xzit wrote: I don't know a way to detect if the player is using a warp (was that or force the designer to use events on every single warp or the game would crash, that was fair worse). However I might find a way to do it.

After some testing it seems that the "Player - Warping" auto event and having it trigger the event "Warp" works as I don't have to put the "warp" event on every warp.I tried to test it with the "Player - Swimming" (as if you ground pound in water it will mess up every warp) but it does't work as it needs to be repeating to not ground pound in water.One other note is that if you ground pound and then jump at the right frame just as your about to hit ground you cancel out the ground pound and as I said before If the ground pound is interuped it makes all warps inaccessible in the level. Im still testing to see if I can fix this one.

After some testing it seems that the "Player - Warping" auto event and having it trigger the event "Warp" works as I don't have to put the "warp" event on every warp.

I completely forgot about that eventl, it'll be a good solution!

I tried to test it with the "Player - Swimming" (as if you ground pound in water it will mess up every warp) but it does't work as it needs to be repeating to not ground pound in water.

Sorry for that, when I posted it I had to travel so I had to hurry. I didn't pay enough attention to the water colissions so I only could do a quick fix. I will definitely give a look at it, thanks for reporting.

One other note is that if you ground pound and then jump at the right frame just as your about to hit ground you cancel out the ground pound and as I said before If the ground pound is interuped it makes all warps inaccessible in the level. Im still testing to see if I can fix this one.

I was not aware of that bug, but unconsciously I fixed it. I made an improvement of the frames when it hits the ground, so there is more solid collision. I tried to reproduce the bug on my new version and it didn't happen, so I assume it's fixed. Anyway I'd like to hear some feedback once I release the next version to make sure everything works right. By the way, here's a little changelog of the things I have done so far:

Done:

Improved frames when hitting the ground

Small Mario now has custom frames styled Big-Mario (no more slide-slope graphics)

Fixed bugs with moving platforms (the player won't cross them anymore)

Fixed the frame when the player hits the ground (when it touched the floor sometimes the frame of the jump was shown)

Variables were moved to arrays, so you won't have a huge disorder of variables in your levels

SMG Spin Jump now works with all players (Tough, I only have graphics for Luigi so far)

Small Mario hitbox when hits the ground has been fixed, no more weird colissions.

Spin Jump and Ground Pound are in different folders now (when I upload the newer version I will offer three folders, one with ground pound only, other with spin jump and another with both).

Hey, Lx Xzit, Do You Think You Can Make It So That The Ground-Pound Script Can Also Break SMW Blocks? Since I Never Actually Use SMB3 Blocks In Any Levels I Make.Plus, Can You Add Support For More Powerups? I Have A Level That Involves The Penguin Suit, And This Level Has Some Custom Cracked Ice Blocks That Can Be Broken With The Ground-Pound.

Why are you looking at my signature, anyway? There's nothing of importance here.